// A function that applies damage and then heals the entity import { Entity, EntityComponentTypes, system, world } from'@minecraft/server';
functionapplyDamageAndHeal(entity: Entity) { entity.applyDamage(19); // Many mobs have max damage of 20 so this is a near-death mob
system.runTimeout(() => { consthealth = entity.getComponent(EntityComponentTypes.Health); if (health) { world.sendMessage(`Entity health before heal: ${health.currentValue}`);
health.resetToMaxValue();
world.sendMessage(`Entity after before heal: ${health.currentValue}`); } else { console.warn('Entity does not have health component'); } }, 40); // Run in a few seconds (40 ticks) }
Returns whether the component is valid. A component is
considered valid if its owner is valid, in addition to any
addition to any additional validation required by the
component.
resetToDefaultValue
resetToDefaultValue():void
Returns void
Remarks
Resets the current value of this attribute to the defined
default value.
This function can't be called in read-only mode.
Throws
This function can throw errors.
resetToMaxValue
resetToMaxValue():void
Returns void
Remarks
Resets the current value of this attribute to the maximum
defined value.
This function can't be called in read-only mode.
Throws
This function can throw errors.
resetToMinValue
resetToMinValue():void
Returns void
Remarks
Resets the current value of this attribute to the minimum
defined value.
Defines the health properties of an entity.
Example: applyDamageThenHeal.ts
Example: healthDisplay.js